Our Rotten Roots Main quest · Act 1
- Region
- The Silts
- Missable
- Yes
- Methodology
- Data Methodology
- Author
- Dakota Chinnick
We found Brencis's maker in horrible shape – he couldn't answer any of our questions. Lacra is trying to help him. Hopefully, soon he'll be able to give us something helpful in defeating the knyaz.
- Type
- Main quest · Act 1
- Starts
- The Silts
- Time cost
- 4 time units
- Time of day
- Night
- Reward
- 1000 XP
- Steps
- 16 steps, 6 on the map
Our Rotten Roots is the dive into Isbrand's memories with Lacra: give her a day, meet her at the fort at night, then fight through the sandstorms of Anachora to the echo of Isbrand. The only lasting choice is at the very end — invite Isbrand in, or leave him there — and it changes nothing but whether he sometimes speaks in your head. The Night of Horrors follows.
Show the steps on the mapJump to the endingsSchedule Our Rotten Roots in the 30-Day Planner
Our Rotten Roots Walkthrough
6 of the 16 objectives for Our Rotten Roots are pinned on the map below, 1 of them optional. The numbers on the map match the numbered steps.
How to start Our Rotten Roots
- StartsBegins in The Silts.
- Time cost4 time units
- Time of dayNight only
- Can be failedYes — it has a failure ending, so the coronation deadline can take it from you.
Our Rotten Roots step by step

One marker covers an area to search rather than an exact spot.
- Give Lacra a dayDay & Night
We brought Isbrand to the abandoned fort – Lacra thinks she might be able to help him. She told me to give her a day – I should return tomorrow.
Stuck here? Nothing happens until tomorrowLacra asks for a day with Isbrand. Let a full day pass, then return to the fort after dark (step 2) — the quest does not move before then.
- Meet Lacra in the fort at nightNight
I've given Lacra some time with Isbrand to figure out what might help him. I should go back to see them.
Search area on the map - Search for Isbrand's memories4 time unitsDay & Night
Isbrand isn't capable of talking to us. Our best bet is finding his memories and looking into them to see if there are any answers or clues lurking within.
Pinned on the map — pin 5 - Pass the gateDay & Night
We must go through the gate and see what's on the other side.
- Enter the sandstormDay & Night
Lacra said the sandstorm ahead harbours one of Isbrand's memories. We must go in.
Pinned on the map - Defeat the creaturesDay & Night
Our presence has drawn in hostile creatures of this plane. We must dispatch them before they kill us.
Pinned on the map — pin 5 - Enter the sandstormDay & Night
Another sandstorm rages by the echo of an ancient mansion. We must look inside it.
Pinned on the map — pin 5 - Defeat the wave of creaturesDay & Night
Another wave of enemies has emerged from the sands of the plane. We have to fight – and win. We can't die here.
- Enter the sandstorm aloneOptionalDay & Night
Whatever the sandstorm ahead is hiding, Lacra didn't want me to see it.
Stuck here? The fork: right or leftWhen the path splits, Lacra points right — the main path, towards the city and the castle. The left leads to a pit from her own past that she asks you to stay away from; it is optional, adds her backstory, and carries no penalty. The journal's step 9 is that detour.
- Enter the sandstorm with LacraDay & Night
One more sandstorm ahead. The echoes made it sound important – like something we've been looking for. We shouldn't waste time.
- Step out of the sandstormDay & Night
Time to move. We mustn't spend more time here than necessary.
- Defeat the echo of IsbrandDay & Night
What remains of Isbrand's soul saw enemies in us and attacked. We must defend ourselves, there is no other way.
Stuck here? The echo of Isbrand, and the choice after itHe fights like the game's other vampires and has no special mechanic. Once he is down comes the only decision of the quest: invite him in, or tell him he stays in Anachora forever. Inviting him means he occasionally talks to you in your head for the rest of the game — nothing more. Neither option changes the story.
- Search for the first of Isbrand's memoriesDay & Night
Isbrand isn't capable of talking to us. Our best bet is finding his memories and looking into them to see if there are any answers or clues lurking within.
- Search for the second memoryDay & Night
Isbrand isn't capable of talking to us. Our best bet is finding his memories and looking into them to see if there are any answers or clues lurking within.
Pinned on the map — pin 5 - Search for more of Isbrand's memoriesDay & Night
Isbrand isn't capable of talking to us. Our best bet is finding his memories and looking into them to see if there are any answers or clues lurking within.
- Search for the last memoryDay & Night
Isbrand isn't capable of talking to us. Our best bet is finding his memories and looking into them to see if there are any answers or clues lurking within.
Our Rotten Roots rewards
On completion
- 1000 XP
- 1 skill point(s)
Show the 2 endings — spoilers
Every way Our Rotten Roots can end, in the game's own words. Read on only if you want it spoiled.
Which ending you get, and how
One ending — what you needed from Isbrand's memories — and the deadline failure. The invite-in choice does not make a second ending.
- Ending 1
We've found what we needed in Isbrand's memories – we can use this knowledge to strike Brencis.
Rewards: 1000 XP, 1 skill point(s)
How to get it: Reach the last sandstorm with Lacra, defeat the echo of Isbrand, and make your choice about him. The quest ends the same either way.
- Ending 2Failure
To get any information out of Isbrand turned out to be too difficult, perilous, and potentially futile. I decided to deal with Brencis without his or Lacra's help.
How to get it: Give up on Isbrand's memories, or let the 30 days run out first.
Choices and outcomes checked against the game files and published walkthroughs on September 6, 2026.
Our Rotten Roots is a Main quest in The Blood of Dawnwalker with 1 playable version(s). Our Rotten Roots belongs to Act 1 of the main story. Our Rotten Roots takes place around The Silts. Our Rotten Roots has 16 objectives, 1 of them optional. 6 of the objectives in Our Rotten Roots are pinned on the world map, so you can see where each step happens. Our Rotten Roots has 2 possible endings.
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Our Rotten Roots FAQ
Should you invite Isbrand in at the end of Our Rotten Roots?
It makes no difference to the story or the reward. If you invite him in he occasionally talks to you in your head for the rest of the game; if you leave him, he stays in Anachora.
Which path should you take at the fork in Anachora?
Right is the main path. Left is an optional detour into Lacra's past that she asks you not to take; it costs nothing and has no penalty.
Why can't I start Our Rotten Roots?
Lacra needs a day with Isbrand. Wait a full day, then meet her at the fort at night.
How do you complete Our Rotten Roots?
Our Rotten Roots is the dive into Isbrand's memories with Lacra: give her a day, meet her at the fort at night, then fight through the sandstorms of Anachora to the echo of Isbrand. The only lasting choice is at the very end — invite Isbrand in, or leave him there — and it changes nothing but whether he sometimes speaks in your head. The Night of Horrors follows.
How long does Our Rotten Roots take?
Our Rotten Roots spends 4 time units off the story clock across its 16 objectives.
Should I do Our Rotten Roots by day or by night?
Our Rotten Roots is only available during Night.
How do I start Our Rotten Roots?
Our Rotten Roots begins around The Silts — start from the first objective in the walkthrough above.
Where do the objectives of Our Rotten Roots take place?
6 of the 16 objectives in Our Rotten Roots have a marked location, in and around The Silts. The numbered map above matches the objective list.
What are the rewards for Our Rotten Roots?
Completing Our Rotten Roots rewards 1000 XP, 1 skill point(s).
How many endings does Our Rotten Roots have?
One ending — what you needed from Isbrand's memories — and the deadline failure. The invite-in choice does not make a second ending.
Is Our Rotten Roots missable?
Missable: Yes. On the 30-day clock most quests can time out; the start block of the walkthrough above says whether this one has a failure ending.